The Basics

Don't Be A Dick: It makes it better for everyone.

Common Sense: If you're not sure how a rule works, use common sense to try to figure it out. If that fails, check for an FAQ or detailed rules. If that fails, contact us or decide randomly.

Play Structure: Null Strike is a turn based game designed for play with 28mm scale models with 2 or more players or teams. Each player gets a turn in sequence, and may use his actions during his turn as he sees fit.

Model: A model is a single game piece, mounted on a single base and generally consisting of one person/creature/etc, though they can sometimes be baseless (tanks) or be teams of people.

Unit: A unit is a single model or group of models that moves and acts together. If a unit consists of more then 1 model, they must remain in a group such that each model in a unit is within 1" of another model, and they must form an unbroken chain of such groupings between any 2 models in the unit at the end of their move action.

Dice: Null Strike should be played with 6 sided dice. An entry in the format of 4+, 5+, etc for a stat or rule means that the result occurs on a role of the stated number or higher. If a penalty is applied to the role, then for each point of penalty increase the number which must be rolled by one. IE, a 3+ role that has a -2 penalty would be successful on a 5 or higher.

Measuring: Any player may measure anything (distances, weapon ranges, etc) at any time.

Range: When measuring the range of a weapon, measure from the nearest edge of the base of the attacking model to the nearest edge of the base of the defending unit or model. If a model does not have a base (such as many vehicles), measure from it's hull or body.

Base Contact: Models with bases/hulls that are touching each other (or are as close to touching each other as practical given the models) are considered to be within 0" range of each other, also referred to as base contact.

Rounding: In cases where an average is called for, or anywhere else where rounding may be required, round to the nearest whole number.

Rules Exceptions: For every rule, there is probably an exception to it somewhere. Basic rules are overridden by more specific rules from either Special Rules, Army Rules, Unit Rules, or other sources.

Representation: Upgrades and Weapons should be represented on the models whenever practical, and done so in a consistent manner. Models that are unique in the army should visibly stand out.

Opposed Stat Roles: Many actions require that you roll a stat of one of your models against a stat of an enemy model. In any opposed action roll such as this, consult the following chart to determine the if you are successful. A result of – means it is impossible, and a result of A means automatic success.

  Opposed Value:
Your Value: 1 2 3 4 5 6 7 8 9 10
1 4+ 5+ 6+ - - - - - - -
2 3+ 4+ 5+ 6+ - - - - - -
3 2+ 3+ 4+ 5+ 6+ - - - - -
4 A 2+ 3+ 4+ 5+ 6+ - - - -
5 A A 2+ 3+ 4+ 5+ 6+ - - -
6 A A A 2+ 3+ 4+ 5+ 6+ - -
7 A A A A 2+ 3+ 4+ 5+ 6+ -
8 A A A A A 2+ 3+ 4+ 5+ 6+
9 A A A A A A 2+ 3+ 4+ 5+
10 A A A A A A A 2+ 3+ 4+